Mystic Joker
-
Posts
112 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Posts posted by Mystic Joker
-
-
Hey, that's nice to hear. I had to partly halt dev for 2 days because of all update and beta crazyness... Gamespy shutting down tomorrow (again), so that might halt it for another day.
Either way, I've redesigned include files yesterday to be more user friendly, manual snap points worked fine, still need to make auto snap point finding. Tried it out on my own server, some people were struggling to understand it, but some got quite addicted, so it needs to be more simplified.
i see what you mean about the beta crazyness BE not going to work unless upgraded sucks
-
raymix waiting for the snap building my players really want it so right now im not using your player build until then but thanks for the update looks good so far
-
It is in the dayz_server.pbo look at how he is calling it. [] execVM "\z\addons\dayz_server\buildings\crybase.sqf";
That is the server pbo. He is simply calling it from the init.sqf.
Regardless I happen to know he has fixed the problem:
so it is solved.
if he has the server_functions.sqf in a folder you have to put the format like this execVM "\z\addons\dayz_server\buildings\crybase.sqf"; if not then u could do the way you said but most people have it in the init folder in the server pbo
-
try instead calling it from the bottom of server_functions.sqf :
execVM "buildings\bases.sqf";
that would not work if its in the dayz_server.pbo only way for that to work is if to be in the same folder mate
Okay i've narrowed it down a little, I get stuck on the loading screen when i add in my custom buildings via the init?
[] execVM "\z\addons\dayz_server\buildings\main.sqf";
[] execVM "\z\addons\dayz_server\buildings\fbase.sqf";
[] execVM "\z\addons\dayz_server\buildings\roadblock.sqf";
[] execVM "\z\addons\dayz_server\buildings\supertrader.sqf";
[] execVM "\z\addons\dayz_server\buildings\crates.sqf";
[] execVM "\z\addons\dayz_server\buildings\NEWBASE.sqf";
[] execVM "\z\addons\dayz_server\buildings\warham.sqf";
[] execVM "\z\addons\dayz_server\buildings\crybase.sqf";
I have did this for a long time, no bother, the files are there
This is definitely the cause of my problem, thoroughly tested.
Any Ideas guys?
Edit: Map edits contain Killhouses and extra barracks.
get rid of the [] mates not needed and causes issues
EDIT: make sure you have the killhouses etc added to your mission.sqm error messages seem to get you stuck in loading screen
-
-
I've been told that if you don't update to 112555 you'll no longer be supported by BE. WTF is going on, do the devs want to chime in here and tell us what we need to do. I've seen enough people bring this up, but nobody can give a straight answer, just a lot of "it's stable with 103... etc.." ...
yes i dont get way i want to know why we had to update so many bugs in 112555
-
I am using them get the same error i'm juct calling cfgbuildingloot from description
Is that correct?
yes just call the cfgbuidingloot in the description
-
He just reposted that, I converted the old loot table and included the new buildingPos from epoch 1.0.5.1. Original post here:
The only thing you have to do is ensure you are including it only once. You must only include (#include "Configs\CfgBuildingLoot.hpp") that in your description.ext and no other config files.
Edit: The includes for other files are contained in that file, so open it up and look around for the includes.
yes i was helping someone else on this forum so they didnt have to go around and search for it
-
gamespy isnt needed for the server list its steam that runs it now and you dont need 112555 but its stable with with 1.0.5.1
-
i didnt know thanks man
-
it seems that when you sell something in game you can still enter the vehicle but get suck in the void and cant get out unless they log if anyone has a solution to this please post it here
-
really need to know how to add skin to the ui select so my players can use them
-
MGT to fix this all you need is not to have any error messages come on like scripts not found or missing stuff in mission.sqm i hope this helps
-
reporting this guy
-
init.sqf
DZE_vehicleAmmo = 0;
thats only for DZE i need it for all vehicles
-
nope its not the loot if you need the loot spawn for 1.0.5.1 for overpoch here is i fixed my issue
-
everytime when a vehicles has no ammo and the server restarts the ammo is put back to highest it can go how do i disable this so players dont have ammo every restart
-
i think i fixed this just make sure you have no error messages like missing files like missing file "scripts\file.sqf" like so
-
everytime i join on my server i get stuck in the loading screen and i can hear me moving around nothing is wrong its just that the loading screen wont go away
-
same problem anyone know how to fix this
-
Most likely you're using loottables from before 1.0.5. You have to re-write (or whatever) the edits you use into the new files. Grab them from here.
so this will fix it?
EDIT FIXED TY
-
when i try to load in i get this error message and i dont know how to fix it
4:00:50 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"4:00:50 "DayZ Epoch: MPframework inited"4:00:50 Error in expression <nd (((_itemChances select _l) select 1) * 100);for "_k" from 0 to (_weight - 1)>4:00:50 Error position: <* 100);for "_k" from 0 to (_weight - 1)>4:00:50 Error *: Type String, expected Number4:00:50 File z\addons\dayz_code\init\loot_init.sqf, line 85 -
This is not possible to do yet because CHILD:999/998 is not possible with epoch hives.
If any moderators or admins read this, when will this be implemented please as I really need this for my server?
ooo its possible because im using CHILD:999 right now on my server custom hive.dll
-
im trying to add skins to other skin in game like the item add it to the select slot list
Stuck at loading screen
in Server Install
Posted
on patch 125402 there is still problems isnt really the best patch to go to either im waiting on for the next one so many of the bugs are fixed